| MageHunter |
So some of you may remember that I started making a homebrew campaign about when Troglodytes were at the height of their power. It became a bit too daunting to me but I picked it up again deciding I'll make the campaign as I go along. So here I really just want to try and pick up a primitive or prehistoric atmosphere, and get a good basic story about the world. I'm making a new thread so it's all less cluttered.
The idea is that the Xulgaths (troglodytes) are at the height of their power. Through worshipping the Qlippoth they have writing, architecture, and agriculture. They're loosely modeled around the Aztecs and use sacrifices to religiously sustain themselves. They use lesser races (like humans) as said sacrifices. I'm using Enlightened Troglodytes for the average citizen, and then Troglodyte Paragons for the upper class. Definitely specific NPC's will have class levels.
Most of the other races are pretty bare and not advanced at all. They've been held back by the Xulgaths and so are forced to live in basic nomadic lifestyles.
The idea is that the PC's are trying to rally all the tribes together to overthrow the Xulgaths. To get a primitive feel I"m using Automatic Bonus Progression (Advanced Version), Stone Age weaponry, and alternative currency. GP = Cacao Beans, SP = Dolls, CP = ?
I plan on using Kingdom Building and Mass Combat, plus some more stuff from Ultimate Campaign.
For class limitations I'm going to allow pretty much everything on a justification basis. I'll encourage players to pick classes that feel right. If something seems out of place, keep in mind PC's aren't ordinary people.
So, here are the major players:
Starting with Core Races, Troglodytes, and Lizardfolk.
Okay, Dwarves. Dwarves probably just emerged from the darkness. They're good stoneworkers, although slightly isolated and Xenophobic. Maybe they just prefer to live by themselves and set up their own traditions. The Xulgaths worship qlippoths however, so the destructive chaos of them may just piss the Dwarves off enough to pitch in. They mostly can provide arms for any tribal armies.
Alright, the Elves will be Spaniards. Bear with me here. Instead of technology and advanced firearms, they'll have Arcane Magic. The Wizardry Kind. There may still be Wizards among the tribes, but certainly much less. The Elves will also be greedy and manipulative, to the point of trying to start wars. They're mostly foreigners here. Trying to decide if they come in before or after the Xulgaths die off.
Okay I have trouble with this one. Gnomes probably have a close relationship with the fey, and live in their communities. They probably just like to enjoy interacting with all sorts of tribes. I never really got gnomes as the kind to just settle in one place or one kind of people anyways.
Orcs will be a major player. There are many orcs so if organized they could create a sizable army. The Xulgaths might enjoy using them as entertainment. They are aggressive however and kept in check. They could be instrumental to winning the war. I believe someone had an earlier idea on fostering an early hatred for everything. I love it. Maybe they decide there's no need to work with others anymore. Half-Orcs are pretty much the same. Maybe a little less prejudiced against. Orcs are really good soldiers.
Xulgath slaves? They're pretty small and probably just used for that purpose. I'm sure the Halflings hate it. They just want to settle down in their own peaceful communities. I don't know why I have trouble with the small races so if there's anything you guys have to pitch in; it's much appreciated.
Pretty much everywhere. Breed like crazy and are therefore the majority of Xulgath sacrifices. Can't really define them all as they're so varied. The heart of the rebellion.
I'm sorry, Xulgaths. These are pretty much the main villain. Modeled after the Aztecs and possessing writing, architecture, and agriculture. Pretty serious stuff. I'm picturing them living in harsh lands, sustaining themselves off farming blessed/cursed by the Qlippoths they worship. It's why they need the sacrifices so much. Probably their weakness, plus they can't breed as fast as mammals. They currently rule by fear, but will be overthrown over the campaign. Maybe the Elves have some way to profit off that.
Think of them as the Xulgath's cousins. Those not willing to worship Qlippoths. They don't really like the Xulgaths and are tremendously passionate. They are quite joyous and I think even Chaotic Good. They are skilled warriors and assist the effort. Plus, they are a little bit more advanced. Not as much as the Xulgaths. Why are they Neutral later? Well I'm thinking after fighting off the Xulgaths, the Elves turn them against humans, which causes their population to become irreparably damaged, and make them a lot more depressed and paranoid.
So any thoughts or opinions on the atmosphere or story is greatly appreciated!
| Joynt Jezebel |
I have a couple of ideas.
As I understand it, most of the ancient central american civilisations sacrificed humans. The whole point of warfare was not to kill enemy soldiers but to capture them for sacrifice. A dead enemy is useless, you can't sacrifice the dead. This is a major weakness the Spanish exploited.
The Aztecs were part of a ongoing threefold alliance. And they were the absolute worst neighbors, they kept stating wars so they could sacrifice you and the guys next door. This made them hated with a raging passion, another weakness for the Conquistadores.
Then there was the magnificent but by then long fallen civilization of Teotehuacan, which the Aztecs called the city of the gods. It was there that the gods met to decide the details of the next cycle of universe. Lots of potential here for being incorporated into a campaign.
| avr |
The small races might be descended from others - perhaps halflings derive from humans magically bred to be smaller and less aggressive by the Xulgath, or gnomes from dwarves who emerged from the darkness and were enchanted (in either/both senses) by the fey.
Humans may be varied but I'm sure there's a dominant or most common culture in the campaign area.
& yeah, looks like a decent campaign concept.
| MageHunter |
I have a couple of ideas.
As I understand it, most of the ancient central american civilisations sacrificed humans. The whole point of warfare was not to kill enemy soldiers but to capture them for sacrifice. A dead enemy is useless, you can't sacrifice the dead. This is a major weakness the Spanish exploited.
The Aztecs were part of a ongoing threefold alliance. And they were the absolute worst neighbors, they kept stating wars so they could sacrifice you and the guys next door. This made them hated with a raging passion, another weakness for the Conquistadores.
Then there was the magnificent but by then long fallen civilization of Teotehuacan, which the Aztecs called the city of the gods. It was there that the gods met to decide the details of the next cycle of universe. Lots of potential here for being incorporated into a campaign.
All right. I can see the Xulgath capital maybe even having some Qlippoth running around. I love Aztec history and it is true, the Spanish soldiers did little slaughtering. They just used some diseases and pointed the neighbors into the right direction. Sacrificial religions ain't too popular. I think I'll save the Spaniards (elves) for afterwards. I'm gonna write up a more official campaign thing later, by I want the overthrowing tone a PC effort.
| MageHunter |
The small races might be descended from others - perhaps halflings derive from humans magically bred to be smaller and less aggressive by the Xulgath, or gnomes from dwarves who emerged from the darkness and were enchanted (in either/both senses) by the fey.
Humans may be varied but I'm sure there's a dominant or most common culture in the campaign area.
& yeah, looks like a decent campaign concept.
I like that idea actually. Fits in pretty well and exaggerates how powerful the Xulgaths are.
| MageHunter |
All right, here's some ideas for Goblins that I like:
Ah, who doesn't love these little guys? Honestly, their lifestyle is exactly the same. Maybe they just discovered their love for fire in a hilarious twist. They just go around in Orc Country (like on the outside) messing around. They survive for their adaptability, but can't really organize and don't care enough to be valuable allies. Oddly enough they do seem to listen to Hobgoblins.
This seems very interesting. By design Hobgoblins are very ordered and organized. In a setting like this I doubt they'll be that powerful. They probably all hunt together and terrorize smaller tribes. I'm thinking they predict the downfall of the Xulgaths, and try to instill themselves into power. Then they just raise a huge Goblin army to try and raid and conquer large amounts of land.
Hmm... Bugbears. I guess they're pretty happy. They can just wander around killing stuff at their pleasure. Not much to it, and they might be less beholden to the influence of Hobgoblins, as they aren't really strong enough to dominate others yet.
I like the idea that Gnomes are dwarves somewhat warped by the fey. As I go along I'm considering incorporating the Eldest to explain this. And that Halflings are a slave race of humans, specifically bred by the Xulgaths.
I still need to finalize my decision on currency. I'm thinking GP as cacao beans, SP and dolls, but I don't know about CP. I'll be giving them all flavor appropriate names.
| avr |
CP need to be something you carry around without thinking. Maybe string with a minimum length?
Why are nomadic hobgoblins so organised? The first idea which occurs to me is that their particular migration routes are either dangerous or cross some area the Xulgath regulate tightly. Or both.
Bugbears seem to be naturally good hunters. If that's an important part of their culture they'd revere great hunters or at least those who killed very big or dangerous prey. Showing them a sufficiently impressive trophy might be enough to earn hospitality, and their camps could be filled with trophies of bone or hide.
| The Skeptical Gnome |
I think this is an interesting concept. As far as ideas go, I suppose you could include the serpentmen, as either an enemy or an ally to the Xulgath, since they're said to have been in possession of a very similar empire to the troglodytes in the past. As far as other races go, you seem to have a pretty good handle on it, though aa far as gnomes go, you could have them mostly appear to mingle with the other tribes with no permanent settlement of their own, only for it to later be revealed that these mingleds are spies for the gnomes.
| MageHunter |
All right, some new race ideas.
Don't know why I didn't think of this sooner. They're pretty much made for nomadic tribes and the "primitive" feeling. Plus Jaguars were heavily venerated in Aztec culture. Maybe they're like an offshoot or something. I think the Xulgaths may really like their pelts, which they use after sacrificing them.
I think these will live with the Lizardfolk. Same dynamic going on. Kind've like the relationship between Hobgoblins and Goblins, but a little less domination-based. Grippli end up rare somehow so they probably have casualties amongst several wars.
Hmm. I feel like this steps on the toes of the Xulgaths a bit. Or the Lizardfolk if they're allies. I think I'll probably leave this one alone.
And I think I'll just have CP be a, piece of maize? You know how it looks like a grid with a bunch of oblong squares? Like one of those squares maybe?
| MageHunter |
Now Gods.
I'm thinking for some mysterious reason that will be explained later, the Gods don't really care about the World. Maybe they're still afraid of Rovagug? Anyways the aboleths just do whatever they want, but something happens. All the creatures end up roaming free, and the Xulgaths discover a Qlippoth has breached the material plane. Using forbidden secrets, they become extremely powerful. The Eldest like the natural world, being the Fey Gods they are. They're more an influence here and hate the Xulgaths for destroying everything. Unfortunately, they can't really set up direct churches, as they can't really communicate too well. The more advanced races may be aware of some presence, but people are more subtly influenced.
So no Clerics, but Oracles and Druids are definitely up. Something like that.
| MageHunter |
New idea. The Xulgaths are CE, and wouldn't have the patience or interest to breed slaves. They care more about their religion. The Serpentfolk are LE, and are train/breed the slaves. The Serpentfolk and Xulgaths have a unique partnership. Then the Xulgaths use the slaves trained to follow all orders to abduct sacrifices.
I like that. That can totally be a plothook later where the PC's come in and see the Tengu/Catfolk Societies.
I looked into it and Eagle Warriors were like advance scouts, and Jaguar Warriors were like brute muscle. So I picture Tengus as ranger that use the Atlatl, and then Catfolk as monk/fighters that use a combo of claws and fists with TWF.
| MageHunter |
In my older thread SmiloDan brought this point up about Dragons. Thanks!I'll use some of those ideas.
Red in the mountains.
Blue in the deserts.
Green in the forests and jungles.
Black in the swamps.
White in the north and other cold areas.Maybe have the lizard folk worship, or at least venerate, the good dragons?
Maybe blue dragons are allied with the elves. The elves want to conquer the Xulgath empire, but the blue dragons want to win their desert back. Dragons vs. Demons (sorry, Qloppith (sp?)).
This can allow kobolds to fit in as well I suppose. Not sure if I should give a special origin story.
Over the week I'll see if I have time and try to work up sample NPC's.